Only make render target 2D textures layered if needed (#2646)

* Only make render target 2D textures layered if needed

* Shader cache version bump

* Ensure topology is updated on channel swap
This commit is contained in:
gdkchan 2021-09-28 20:55:12 -03:00 committed by GitHub
parent 312be74861
commit fd7567a6b5
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GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 85 additions and 16 deletions

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@ -13,6 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
private readonly DrawState _drawState;
private bool _topologySet;
private bool _instancedDrawPending;
private bool _instancedIndexed;
@ -43,6 +44,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_drawState = drawState;
}
/// <summary>
/// Marks the entire state as dirty, forcing a full host state update before the next draw.
/// </summary>
public void ForceStateDirty()
{
_topologySet = false;
}
/// <summary>
/// Pushes four 8-bit index buffer elements.
/// </summary>
@ -224,11 +233,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_instanceIndex = 0;
}
if (_drawState.Topology != topology)
if (_drawState.Topology != topology || !_topologySet)
{
_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
_drawState.Topology = topology;
_topologySet = true;
}
}
@ -331,6 +340,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
_drawState.Topology = topology;
_topologySet = true;
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context,

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@ -6,7 +6,6 @@ using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Texture;
using System;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
@ -31,6 +30,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private readonly ShaderProgramInfo[] _currentProgramInfo;
private bool _vtgWritesRtLayer;
private byte _vsClipDistancesWritten;
private bool _prevDrawIndexed;
@ -334,6 +334,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
Image.Texture color = memoryManager.Physical.TextureCache.FindOrCreateTexture(
memoryManager,
colorState,
_vtgWritesRtLayer,
samplesInX,
samplesInY,
sizeHint);
@ -956,6 +957,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_drawState.VsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
_vsClipDistancesWritten = gs.Shaders[0]?.Info.ClipDistancesWritten ?? 0;
_vtgWritesRtLayer = false;
if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
{
@ -979,6 +981,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
Span<TextureBindingInfo> textureBindings = _channel.TextureManager.RentGraphicsTextureBindings(stage, info.Textures.Count);
if (info.UsesRtLayer)
{
_vtgWritesRtLayer = true;
}
for (int index = 0; index < info.Textures.Count; index++)
{
var descriptor = info.Textures[index];

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@ -139,6 +139,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
public void ForceStateDirty()
{
_drawManager.ForceStateDirty();
_stateUpdater.SetAllDirty();
}

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@ -244,11 +244,18 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="colorState">Color buffer texture to find or create</param>
/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(MemoryManager memoryManager, RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
public Texture FindOrCreateTexture(
MemoryManager memoryManager,
RtColorState colorState,
bool layered,
int samplesInX,
int samplesInY,
Size sizeHint)
{
bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
@ -263,13 +270,13 @@ namespace Ryujinx.Graphics.Gpu.Image
}
else if ((samplesInX | samplesInY) != 1)
{
target = colorState.Depth > 1
target = colorState.Depth > 1 && layered
? Target.Texture2DMultisampleArray
: Target.Texture2DMultisample;
}
else
{
target = colorState.Depth > 1
target = colorState.Depth > 1 && layered
? Target.Texture2DArray
: Target.Texture2D;
}

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@ -76,6 +76,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
programInfo.Textures.Count,
programInfo.Images.Count,
programInfo.UsesInstanceId,
programInfo.UsesRtLayer,
programInfo.ClipDistancesWritten);
CBuffers = programInfo.CBuffers.ToArray();
SBuffers = programInfo.SBuffers.ToArray();
@ -89,7 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
/// <returns>A new <see cref="ShaderProgramInfo"/> from this instance</returns>
internal ShaderProgramInfo ToShaderProgramInfo()
{
return new ShaderProgramInfo(CBuffers, SBuffers, Textures, Images, Header.UsesInstanceId, Header.ClipDistancesWritten);
return new ShaderProgramInfo(
CBuffers,
SBuffers,
Textures,
Images,
Header.UseFlags.HasFlag(UseFlags.InstanceId),
Header.UseFlags.HasFlag(UseFlags.RtLayer),
Header.ClipDistancesWritten);
}
/// <summary>

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@ -1,8 +1,28 @@
using System.Runtime.InteropServices;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
/// </summary>
enum UseFlags : byte
{
/// <summary>
/// None of the built-ins are used.
/// </summary>
None = 0,
/// <summary>
/// Indicates whenever the vertex shader reads the gl_InstanceID built-in.
/// </summary>
InstanceId = 1 << 0,
/// <summary>
/// Indicates whenever any of the VTG stages writes to the gl_Layer built-in.
/// </summary>
RtLayer = 1 << 1
}
/// <summary>
/// Host shader entry header used for binding information.
/// </summary>
@ -30,10 +50,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
public int ImagesCount;
/// <summary>
/// Set to true if the shader uses instance id.
/// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UsesInstanceId;
public UseFlags UseFlags;
/// <summary>
/// Set to true if this entry is in use.
@ -65,15 +84,22 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
int texturesCount,
int imagesCount,
bool usesInstanceId,
bool usesRtLayer,
byte clipDistancesWritten) : this()
{
CBuffersCount = cBuffersCount;
SBuffersCount = sBuffersCount;
TexturesCount = texturesCount;
ImagesCount = imagesCount;
UsesInstanceId = usesInstanceId;
ClipDistancesWritten = clipDistancesWritten;
InUse = true;
UseFlags = usesInstanceId ? UseFlags.InstanceId : UseFlags.None;
if (usesRtLayer)
{
UseFlags |= UseFlags.RtLayer;
}
}
}
}

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@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
private const ulong ShaderCodeGenVersion = 2627;
private const ulong ShaderCodeGenVersion = 2646;
// Progress reporting helpers
private volatile int _shaderCount;

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@ -11,6 +11,7 @@ namespace Ryujinx.Graphics.Shader
public ReadOnlyCollection<TextureDescriptor> Images { get; }
public bool UsesInstanceId { get; }
public bool UsesRtLayer { get; }
public byte ClipDistancesWritten { get; }
public ShaderProgramInfo(
@ -19,6 +20,7 @@ namespace Ryujinx.Graphics.Shader
TextureDescriptor[] textures,
TextureDescriptor[] images,
bool usesInstanceId,
bool usesRtLayer,
byte clipDistancesWritten)
{
CBuffers = Array.AsReadOnly(cBuffers);
@ -27,6 +29,7 @@ namespace Ryujinx.Graphics.Shader
Images = Array.AsReadOnly(images);
UsesInstanceId = usesInstanceId;
UsesRtLayer = usesRtLayer;
ClipDistancesWritten = clipDistancesWritten;
}
}

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@ -121,6 +121,11 @@ namespace Ryujinx.Graphics.Shader.Translation
break;
}
}
if (Config.Stage != ShaderStage.Fragment && attribute == AttributeConsts.Layer)
{
Config.SetUsedFeature(FeatureFlags.RtLayer);
}
}
public void MarkLabel(Operand label)

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@ -17,8 +17,9 @@ namespace Ryujinx.Graphics.Shader.Translation
Bindless = 1 << 2,
InstanceId = 1 << 3,
CbIndexing = 1 << 4,
IaIndexing = 1 << 5,
OaIndexing = 1 << 6
RtLayer = 1 << 4,
CbIndexing = 1 << 5,
IaIndexing = 1 << 6,
OaIndexing = 1 << 7
}
}

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@ -106,6 +106,7 @@ namespace Ryujinx.Graphics.Shader.Translation
config.GetTextureDescriptors(),
config.GetImageDescriptors(),
config.UsedFeatures.HasFlag(FeatureFlags.InstanceId),
config.UsedFeatures.HasFlag(FeatureFlags.RtLayer),
config.ClipDistancesWritten);
return program;